Insect King wrote:It needs to be clearer about what category of hindrance is ignored by the ability. That needs to be sorted out. What happens if the charcater is in a troll's bear hug, in a giant snake's coils, paralysed by the spells of an undead sorcerer, in the webs of Mirkwood spiders, under the roots of a huorn, waist deep in a raging river, entranced by the gaze of a dragon, halfway up climbing a cliff, trapped under a fallen beam in a burning building...
Hindrance is a specific game mechanical term for penalties. In all of those examples, with the exception of the raging river option and maybe being trapped in a burning building (both of which I'd allow you to shoot unhindered in) an LM should not allow the use of archery at all simply because it makes no sense for them to be able to shoot at all (indeed, in most they're either paralyzed and should thus be incapable of making actions at all on a mechanical level, or are in melee combat which flatly prohibits archery by the rules without reference to the Hindrance rules).
Insect King wrote:Yes, you want a decent ability that boosts a character's ability as simply and thus efficiently as possible. If there's a table the player has to look up to see if his ability works or not, that slows the pace of combat, starts theological fights over interpretation and then boredom sets in. If boredom sets in, the game fails.
Again, there are already mehcanics at least that ambiguous, and they rarely come up as problems IME...and frankly in the experience of others as well. I've very rarely seen Tenacious (from Men of the Lake) complained about on these forums for example.
Nevertheless, I do think I need to come up with a clearer wording there, I just think the concept I have in mind is clear enough.
Insect King wrote:All this talk about probabilities and game balance is moot if it isn't going to be playtested. Have you ever playtested any of these ideas? Because it seems like its the same pet ideas endlessly circulating. Trying to perfect an abstract by second guessing it before running it in a playtest is not of much practical use.
As Glorelendil notes, this kind of thing is probably better left to mathematical analysis than playtesting. It's different when you have a game company and can have hundreds of playtesters, but one or two playtesters are of...skewed usefulness in determining something like this.
Insect King wrote:Here's another idea: If you shoot an arrow at an enemy engaged with an ally or companion, the opponent can only defend with her or his basic parry rating. If you roll Edge, your weapon's Injury rating is increased by the amount of Parry modifier cancelled.
That's going to be most of the time, and the Injury increase is weird (since it means you're better at killing people with shields by quite a bit), and too powerful since it applies most of the time.
Glorelendil wrote:Oh, wait...epiphany:
When you spend Hope on a ranged attack, add your basic Heart score to the attack roll. In addition, reduce all attack penalties due to range or Hindrance by one step.
FP/XP: Reduce penalties by two steps.
The first part is slightly different than in RAW but in an important way. It functions normally if you're spending Hope to invoke an Attribute, but it also kicks in if you're using Stinging Arrow. Which means if you *just* miss a shot you have an opportunity to make it both hit and be a Pierce, but with one Hope rather than two.
That still seems a bit weak. And
much weaker to the point of being no meaningfully better than the base version for Elves of Lorien (who lack Wood Elf Magic). I'd be okay with it being a bit better for Elves of Mirkwood, since their weapon choice is weaker, but it still needs to be worth it for the guy from Lorien.